mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 20:13:13 +03:00
@@ -121,7 +121,7 @@ if (isnil "_proceed") then {
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if (_proceed) then {
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if (_proceed) then {
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//Completed but no success.
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//Completed but no success.
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if (!_brokein) then {
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if (!_brokein) then {
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PVDZ_sec_atp = format["BROKEINFAILED: Play3r %1 Broke into Failed %2 at %3 chances:%4,%5",player, (typeof _target), (mapGridPosition _pos), _sledgeChance, _crowBarChance];
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PVDZ_sec_atp = format["BROKEINFAILED: Play3r UID#%1 Broke into Failed %2 at %3 chances:%4,%5",(getPlayerUID player), (typeOf _target), (mapGridPosition _pos), _sledgeChance, _crowBarChance];
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_msg = "STR_BLD_BREAKIN_COMPLETE_FAIL";
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_msg = "STR_BLD_BREAKIN_COMPLETE_FAIL";
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} else {
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} else {
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@@ -133,7 +133,7 @@ if (_proceed) then {
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_target animate ["DoorL", 1];
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_target animate ["DoorL", 1];
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PVDZ_sec_atp = format["BROKEINSUCCESSFUL: Play3r %1 Broke into %2 at %3",player, (typeof _target), (mapGridPosition _pos)];
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PVDZ_sec_atp = format["BROKEINSUCCESSFUL: Play3r UID#%1 Broke into %2 at %3",(getPlayerUID player), (typeOf _target), (mapGridPosition _pos)];
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_msg = "STR_BLD_BREAKIN_COMPLETE";
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_msg = "STR_BLD_BREAKIN_COMPLETE";
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};
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};
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@@ -172,7 +172,7 @@ if (_unit == player) then {
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_sourceDist = round(_unit distance _source);
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_sourceDist = round(_unit distance _source);
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_sourceWeap = switch (true) do {
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_sourceWeap = switch (true) do {
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case (_ammo in ["PipeBomb","Mine","MineE"]): { format["with %1",_ammo] };
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case (_ammo in ["PipeBomb","Mine","MineE"]): { format["with %1",_ammo] };
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case (_isVehicle) : { format ["with %1",getText(configFile >> "CfgVehicles" >> _sourceVehicleType >> "displayName")] };
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case (_isVehicle) : { format ["with %1",_sourceVehicleType] };
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case (_ammo in MeleeAmmo) : { format ["with %2%1",_wpst select 0, if (_sourceDist>6) then {"suspicious weapon "} else {""}] };
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case (_ammo in MeleeAmmo) : { format ["with %2%1",_wpst select 0, if (_sourceDist>6) then {"suspicious weapon "} else {""}] };
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case (_wpst select 0 == "Throw") : { format ["with %1 thrown", _wpst select 3] };
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case (_wpst select 0 == "Throw") : { format ["with %1 thrown", _wpst select 3] };
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case (["Horn",currentWeapon _source] call fnc_inString) : { format ["with %1 suspicious", currentWeapon _source]};
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case (["Horn",currentWeapon _source] call fnc_inString) : { format ["with %1 suspicious", currentWeapon _source]};
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@@ -301,10 +301,10 @@ if (_damage > 0.4) then {
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//Create Wound
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//Create Wound
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_unit setVariable["hit_"+_wound,true,true];
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_unit setVariable["hit_"+_wound,true,true];
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PVDZ_hlt_Bleed = [_unit,_wound,_damage];
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PVDZ_hlt_Bleed = [_unit,_wound];
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publicVariable "PVDZ_hlt_Bleed"; // draw blood stream on character, on all gameclients
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publicVariable "PVDZ_hlt_Bleed"; // draw blood stream on character, on all gameclients
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[_unit,_wound,_hit] spawn fnc_usec_damageBleed; // draw blood stream on character, locally
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[_unit,_wound] spawn fnc_usec_damageBleed; // draw blood stream on character, locally
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//Set Injured if not already
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//Set Injured if not already
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_isInjured = _unit getVariable["USEC_injured",false];
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_isInjured = _unit getVariable["USEC_injured",false];
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@@ -343,9 +343,9 @@ if (_damage > 0.4) then {
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//Create Wound
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//Create Wound
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_unit setVariable["hit_"+_wound,true,true];
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_unit setVariable["hit_"+_wound,true,true];
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PVDZ_hlt_Bleed = [_unit,_wound,_damage];
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PVDZ_hlt_Bleed = [_unit,_wound];
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publicVariable "PVDZ_hlt_Bleed"; // draw blood stream on character, on all gameclients
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publicVariable "PVDZ_hlt_Bleed"; // draw blood stream on character, on all gameclients
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[_unit,_wound,_hit] spawn fnc_usec_damageBleed; // draw blood stream on character, locally
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[_unit,_wound] spawn fnc_usec_damageBleed; // draw blood stream on character, locally
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//Set Injured if not already
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//Set Injured if not already
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_isInjured = _unit getVariable["USEC_injured",false];
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_isInjured = _unit getVariable["USEC_injured",false];
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if (!_isInjured) then {
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if (!_isInjured) then {
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@@ -62,7 +62,7 @@ if (count _medical > 0) then {
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{
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{
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//diag_log format ["loop _x:1 wound:%2",_x, (USEC_typeOfWounds select _forEachIndex)];
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//diag_log format ["loop _x:1 wound:%2",_x, (USEC_typeOfWounds select _forEachIndex)];
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player setVariable ["hit_"+_x,true,true];
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player setVariable ["hit_"+_x,true,true];
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PVDZ_hlt_Bleed = [player, _x, 1];
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PVDZ_hlt_Bleed = [player, _x];
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publicVariable "PVDZ_hlt_Bleed";
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publicVariable "PVDZ_hlt_Bleed";
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} forEach (_medical select 8);
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} forEach (_medical select 8);
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@@ -39,7 +39,7 @@ if (_unit == player) then {
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};
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};
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//Log to server RPT (could give false pos) - should help admins see who is trying to abuse this.
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//Log to server RPT (could give false pos) - should help admins see who is trying to abuse this.
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PVDZ_sec_atp = format["WARNING: Play3r %1 exited %2 close to built fence as %3",_unit, (typeof _vehicle), _position];
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PVDZ_sec_atp = format["WARNING: Play3r UID#%1 exited %2 close to built fence as %3",(getPlayerUID _unit), (typeOf _vehicle), _position];
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publicVariableServer "PVDZ_sec_atp";
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publicVariableServer "PVDZ_sec_atp";
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localize "str_actions_exitBlocked" call dayz_rollingMessages;
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localize "str_actions_exitBlocked" call dayz_rollingMessages;
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@@ -269,14 +269,13 @@ fnc_usec_damageBleed = {
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/***********************************************************
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/***********************************************************
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PROCESS DAMAGE TO A UNIT
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PROCESS DAMAGE TO A UNIT
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- Function fnc_usec_damageBleed: Draw a creepy blood stream from a player limb
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- Function fnc_usec_damageBleed: Draw a creepy blood stream from a player limb
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- [_unit, _wound, _injury] call fnc_usec_damageBleed;
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- [_unit, _wound] call fnc_usec_damageBleed;
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************************************************************/
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************************************************************/
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private["_wound","_modelPos","_point","_source"];
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private["_wound","_modelPos","_point","_source"];
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_unit = _this select 0;
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_unit = _this select 0;
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_wound = _this select 1;
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_wound = _this select 1;
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_point = objNull;
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_point = objNull;
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_source = objNull;
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_source = objNull;
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//_injury = _this select 2; // not used. damage% ???
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if (isServer) exitWith{}; // no graphical effects on server!
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if (isServer) exitWith{}; // no graphical effects on server!
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/*
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/*
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@@ -751,8 +751,8 @@ class FSM
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"" \n
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"" \n
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"{" \n
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"{" \n
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" if (player getVariable[""hit_""+_x,false]) then { " \n
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" if (player getVariable[""hit_""+_x,false]) then { " \n
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" [player,_x,_x] spawn fnc_usec_damageBleed; " \n
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" [player,_x] spawn fnc_usec_damageBleed; " \n
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" PVDZ_hlt_Bleed = [player,_x,_x];" \n
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" PVDZ_hlt_Bleed = [player,_x];" \n
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" publicVariable ""PVDZ_hlt_Bleed""; // draw blood stream on character, on all gameclients" \n
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" publicVariable ""PVDZ_hlt_Bleed""; // draw blood stream on character, on all gameclients" \n
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" };" \n
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" };" \n
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"} forEach USEC_typeOfWounds;" \n
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"} forEach USEC_typeOfWounds;" \n
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